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Thread: model viewer k9

  1. #1
    thinBasic MVPs kryton9's Avatar
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    model viewer k9

    I started to work again on the model viewer I started early last month. I hope to have something to use pretty soon.

    I was laying out keyboard input for features. Would appreciate any things you guys can see I missed or we might need.
    I will do keyboard input handling first then put in gamepad support.

    Here is my outline of keyboard input:

    m model mode
    l light mode
    c camere mode

    F1 help toggle on/off
    i toggle info on/off (property settings for objects)

    model mode
    r rotate mode
    left/right about y axis
    up/down about x axis
    ctrl left/right z axis

    p position mode
    left/right x axis
    up/down y axis
    ctrl left/right z axis

    s scale mode
    left/right x axis
    up/down y axis
    ctrl left/right z axis

    u uniform scale mode
    left/right or up/down scales all


    z model to 0,0,0 (zero,zero,zero)

    0-9 quick select model

    v toggle visibility

    spacebar select next model, cycles around

    l light toggle

    b blend toggle

    q reset model to loaded defaults

    light mode
    r rotate mode
    left/right about y axis
    up/down about x axis
    ctrl left/right z axis

    p position mode
    left/right x axis
    up/down y axis
    ctrl left/right z axis


    z light to 0,0,0

    0-9 quick select light

    g gel mode
    set red left/right
    set green ctrl left/right
    set blue alt left/right

    spacebar select next light, cycles around

    l light toggle on/off

    q reset light to loaded defaults


    camera mode
    r rotate mode
    left/right about y axis
    up/down about x axis
    ctrl left/right z axis

    p position mode
    left/right x axis
    up/down y axis
    ctrl left/right z axis

    l look at mode
    left/right x axis
    up/down y axis
    ctrl left/right z axis

    z camera to 0,0,0

    t telephoto left/right or up/down zoom in and out

    0-9 quick select camera

    spacebar select next camera cycles around


    q reset cameras to loaded defaults
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  2. #2
    Super Moderator Petr Schreiber's Avatar
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    Re: model viewer k9

    Nice kryton,

    I am very curious about it.
    I just don't understand "0-9 quick select model" ?


    Bye,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  3. #3

    Re: model viewer k9

    Model viewer? Did I miss something?

  4. #4
    Super Moderator Petr Schreiber's Avatar
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    Re: model viewer k9

    kryton is prepairing some surprise again


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  5. #5
    thinBasic MVPs kryton9's Avatar
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    Re: model viewer k9

    The model viewer will load all models in a project folder. Later you can create separate projects, but for now just one.

    First version will be just for playing with. You can have full control in looking at your model and adding all we can now with opengl to it.
    Later you can arrange the models for scenes and export the settings, so in the game you can just load a scene and start from there.
    Or use composed scenes for backdrops.

    The 0-9 keys, allow you to switch quikly between model 0-9, later if we find we have more models I will add ctrl 0-9 and alt 0-9. But the first version will just use 0-9. This way you can be working on model 5, adjust its position and then quickly switch to model 8 and tweek it and go back and forth quickly, instead of just cycling through the items.

    I forgot, I will also add mode to set the control rate speed. Again once the mode is set, then 0-9 will give you different speed rates of control.

    I might make the main mode keys F5-F8, this will free the letter shortcuts to be used other wise. So the mapping will be different slightly from my original list.

    The program is creating a project file, loading all the models in the specified directory and displaying them. Next I will work on the keyboard input and adding the adjustments to the scene and models.

    Once I get to that level I will put the first upload and then add gamepad support and make tweeks and add features we can come up with.

    Once this is finished, this program can be used as the base for an animation creation program and also another program like nebula star creator to create complex images and great backdrops.



    first test will be control speed rates:
    0 - 0.01
    1 - 0.05
    2 - 0.10
    3 - 0.50
    4 - 1.00
    5 - 2.00
    6 - 5.00
    7 - 10.0
    8 - 50.0
    9 - 100
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  6. #6

    Re: model viewer k9

    Sounds usefull.

  7. #7
    thinBasic MVPs kryton9's Avatar
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    Re: model viewer k9

    Thanks Mike, I hope to have a rough prototype soon and we can then discuss ideas you guys might have on additions, changes and improvements.
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  8. #8
    thinBasic MVPs kryton9's Avatar
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    Re: model viewer k9

    I thought of another feature tonight, lighting presets.

    Here are some that I thought would be nice to have, would like to hear more ideas.

    light presets:

    1. current Petr's lighting setup as in topdown instant action game
    2. same with no colored lights, just white
    3. popular 3 light setup (main light off of one side front, second light opposite side front to get rid of harsh shadows, top back light to highlight the subject)
    4. maximum lights distributed evenly in all directions pointing to the center

    5, 6,7,8,9,0 are available for your lighting preset ideas.
    Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
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  9. #9
    Super Moderator Petr Schreiber's Avatar
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    Re: model viewer k9

    Hi kryton,

    if you consider the shade part too "harsh", just set the %TBGL_LIGHT_AMBIENT to something milder, no need for another light.


    Bye,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  10. #10
    thinBasic MVPs kryton9's Avatar
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    Re: model viewer k9

    Will keep that in mind when I get to it Petr, just sort of planning things out setting up the structure for input and what will happen.

    I did tests both with buildfont and using bmpfonts, when I change screen resolutions to check the text, it is never like what I hoped in the other resolutions compared to the 1440x900 I work in. That is I get it looking the way I want in 1440x900 and when I check in 800x600 or 1024x768, I understand the size will change, but the positions don't work. I need to figure out another way, since the interface is critical to make it useful.

    Also on a side note, how is your Delphi class going this year? Are you enjoying it? What are you covering in it?

    Acer Notebook: Win 10 Home 64 Bit, Core i7-4702MQ @ 2.2Ghz, 12 GB RAM, nVidia GTX 760M and Intel HD 4600
    Raspberry Pi 3: Raspbian OS use for Home Samba Server and Test HTTP Server

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